® So I was thinking of making a map today and all of a sudden this idea popped in my head.
I imagined burrowing a zergling. and when I burrow. It takes me underground. So this underground by burrowing can take me to new concepts. Can be used in an rpg and even a bound.
I just need some help so that this idea gets developed and not wasted.
How else can this be used?
A ® Idea.
Post has been edited 1 time(s), last time on Oct 17 2008, 3:44 pm by SoL-.
None.
Basically, you're saying that Burrowing teleports you to an "underground" area of the map?
None.
Light/dark world. Forcing the player to swap between them to get around walls/blockades and progress through the game.
None.
Light/dark world. Forcing the player to swap between them to get around walls/blockades and progress through the game.
Thats a good idea. Its like the prince of persia when you go back in time when the palace is not ruined and change the path so you can go into through in the future.
None.
Map size would be split in half.
None.
Light/dark world. Forcing the player to swap between them to get around walls/blockades and progress through the game.
Thats a good idea. Its like the prince of persia when you go back in time when the palace is not ruined and change the path so you can go into through in the future.
Or like the remake of Zelda: Four Swords for Gamecube.
None.
Light/dark world. Forcing the player to swap between them to get around walls/blockades and progress through the game.
Thats a good idea. Its like the prince of persia when you go back in time when the palace is not ruined and change the path so you can go into through in the future.
Or like the remake of Zelda: Four Swords for Gamecube.
Or rather Zelda: A Link to Past. (SNES)
None.
Hm... what about a stepcounter combined with a semi mobile grid system to track your location over two maps simultaneously? That would be a really cool effect.
(IE, 18 locations per player, 9 per map, when you're on one map a grid detects when you move to a new 1/1 location and then moves both grids over by that amount)
None.
Reminds me of Zelda: Twilight Princess
And yeah, I was thinking mobile grid too, so that depending on where you were on the real-world, you would appear in a spot in the dark world.
None.
This is a really awesome idea. You better make this; it's rare to have a totally new concept.
None.
Leave it up to Lethal to make this in like, an hour.
But when you burrow, even if using a mobile grid, how will it detect the exact spot for the zergling on the next map?
Example:
00000000000000000000000000
2200000000
00
22000000000000000
220000000000
80000
00000000000000
2200000000000000000
220
00000000000000000000000000
2200000000
00
22000000000000000
22000000000
228000
00000000000000
2200000000000000000
220
Unit gets pushed back.
Edit: It seems SEN isn't handling my colour tags properly...
Well, the idea is as follows. If you are in area one and in the middle of your grid, nothing happens, if you move up down, left, diagonal, etc, the grid is then moved over you, and the other grid is then moved by one square corresponding to the one you moved in to. IE:
If Bring to Loc. UpwardsGrid1
Reset grid 1,
Create a scourge at UpwardsGrid2, move location MiddleGrid2 over it, then create 9 scourges and remake the grid.
Basically, the grid only moves when the player moves, now, at the end of every round, the game attempts to move a ground unit to the middle of the other grid in the other side, if it goes, it sets a variable "Switch Sides Allowed", if it doesn't go, it clears the variable. If the unit gets pushed around, then the other grid will move to match this, so there will be a very very low chance of a desync between the two grids. Hypertriggers will be needed big time, though, and the game will have to revolve around not effing up the grid system.
So, this means that some areas will block transition, perhaps a minimap marker (unit ownership) will tell you when you can or cannot shift over.
None.
Basically, the grid only moves when the player moves, now, at the end of every round, the game attempts to move a ground unit to the middle of the other grid in the other side, if it goes, it sets a variable "Switch Sides Allowed", if it doesn't go, it clears the variable. If the unit gets pushed around, then the other grid will move to match this, so there will be a very very low chance of a desync between the two grids. Hypertriggers will be needed big time, though, and the game will have to revolve around not effing up the grid system.
This was my exact thought, however, as soon as I came up with it, I realized that with a zerglings it's unbelievably easy to screw it up. Also, I think that what I would do is make the two world the exact same terrain, maybe do something to the other one to make it a bit darker without actually changing the terrain walkability, but that brings up the problem that for some reason units can manage to get into areas that they couldn't be moved to..
I think probably the best fix for that would be to constantly move the grid, IF the ground is moveable where your unit is, that way if they try to warp to an area they cannot, they'd just go a few steps back.
None.
You could make the terrains different, just each time the player burrows, check if a zergling can be created on the spot he should appear. If not, display something like "Cannot dig there, rocks blocking".
I may make a concept map for this, sounds too cool.
None.
I kinda wanted to release this myself ® and just needed some development. Like Echo had told me already for the underground part, i can use a dark swarm or pylon to make it look like I'm underground. The grid system will really make this work. Thanks you guys.
Really cool idea. So like you would burrow and then you would appear unburrowed in the right part of the map?
Just a few ideas:
1. Perhaps they could be almost the same terrain as what Falkoner is saying, but maybe some of the walls are in slightly different places, so you can get by?
2. If there is Med terrain and you tried to burrow, it could give an error and pop you back up at your original spot. Perhaps it could also flash to the place where there is Med terrain so you know which way to move to get past.
3. It would be best if you didn't have to select the zergling again after you burrowed and went over to the dark side of the map. Perhaps you could make a lurker that does 0 damage attack the zergling or something unobtrusive to make him unburrow, and then move the zergling to the dark side so that hotkeys wouldn't be messed up. It would be even cooler if you showed the unburrow animation on the dark side of the map so it looks like he is burrowing into the ground and then unburrowing into the underground.
None.
Madroc, you can just order something to itself to unburrow it.
Anyway, I have a concept up that fully works. Maybe I'll post it later *hugs map*.
Sol, if you wanted this idea private you shouldn't have posted it in the ideas section: You should have asked for help in the UMS Assistance section.
If you wanna see it, add me on Bnet ws-Impeached@USEast.
Post has been edited 1 time(s), last time on Oct 17 2008, 5:56 pm by Impeached.
How do you order things to unburrow?
None.
Order them to move, they auto unburrow.
None.
Hm... what about a stepcounter combined with a semi mobile grid system to track your location over two maps simultaneously? That would be a really cool effect.
(IE, 18 locations per player, 9 per map, when you're on one map a grid detects when you move to a new 1/1 location and then moves both grids over by that amount)
Damn it! lol. I just started a map that does this 2 days ago. Except it doesn't use a mobile grid, it uses an x,y grid.
None.